Class: Fighter. The Fighter is considered a 10th Level Fighter.
Action Surge (Recharge 6). The Fighter can Take one Additional Action.
Combat Superiority. The Fighter possesses Two d6s as Superiority Dice and Knows 2 Maneuvers from the Battle Master Archetype.
Fighting Style. The Fighter possesses one of the Fighting Styles From the Fighter Class.
Indomitable (1/Day). When the Fighter Fails a Saving throw, they can reroll the Die and must use the New Roll.
Special Equipment. The Fighter Wield's a +1 Shield, and a Flame Tongue Scimitar.
Extra Attack. The Fighter makes up to 2 Attacks (not with a Loading Weapon)
Flame Tongue Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) Slashing damage plus 7 (2d6) Fire damage.
Light Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 8 (1d8+4) Piercing damage, when the Fighter Makes this Attack their AC is Decreased by 3 until the Start of their Next turn.
Second Wind (Recharge 6). The Fighter Regains 15 (1d10+10) Hitpoints.
Description
Well Rounded Specialist
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.
Veteran Fighters are Experienced, Typically Having Put behind their Adventuring Career behind them at this Point now that they have Achived Greatness and Wealth, Maybe even Fame across the Realm.
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